GBVS/Cagliostro/Frame Data

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Cagliostro


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Frame Data Glossary  
Guard How this attack can be guarded.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

OnHit After getting hit by this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.


System Data

name health prejump backdash Unique Movement Options
Cagliostro 10,000 4f 22f

Normal Moves

input damage guard startup active recovery onBlock onHit level invuln
input damage guard startup active recovery onBlock onHit level invuln
c.L 400 Mid 5 3 6 +2 +6 0
c.M 700 Mid 6 3 15 -3 1
c.H 700 + 3×100 Mid 9 8 20 -3 1
c.XX 350 Mid 9 3 15 -3 +1
c.XXX 280 Mid 12 3 18 -4 0
f.L 400 Mid 6 3 15 -5 -1
f.M 700 Mid 10 6 15 -6 -2
f.H 1000 Mid 9 1,1,4 18 -5 -1
2L 400 Low 6 3 6 +2 +6
2M 700 Mid 8 3 16 -4 0
2H 1000 Mid 11 6 24 -12 -8
2U 700 Low 7 6 21 -12 HKD 2
j.L 400 High/Air 5 Until landing 0
j.M 600 High/Air 6 6 Until landing
j.H 800 High/Air 8 6 Until landing


Unique Action

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
5U Collapse (Conjure) 500 Mid 12 4 17 -6 -2
j.U Collapse (Conjure) 500 All 11 4 Until landing +6
6U Level 1 Collapse (Fire) 400 Mid 18 Total 45 -8 -4
6U Level 2 Collapse (Fire) 600 Mid 18 Total 45 0 +4
6U Level 3 Collapse (Fire) 700 Mid 18 Total 45 +2 +6
6U Level 4 Collapse (Fire) 800 Mid 18 Total 45 +4 +8
6U Level 5 Collapse (Fire) 1000 Mid 18 Total 45 +7 KD
j.2/6U Level 1 Collapse (Fire) 200 Mid 22 Until landing +9
j.2/6U Level 2 Collapse (Fire) 400 Mid 22 Until landing +9
j.2/6U Level 3 Collapse (Fire) 600 Mid 22 Until landing +9
j.2/6U Level 4 Collapse (Fire) 800 Mid 22 Until landing +9
j.2/6U Level 5 Collapse (Fire) 1000 Mid 22 Until landing +9 KD


Special Moves

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236L Mehen 400 Mid 50 Total 33
236M Mehen 400 Mid 50 Total 33
236H Mehen 400×2 Mid 38 Total 33
j.236L Mehen 400 Mid 39 Until landing +4
j.236M Mehen 400 Mid 39 Until landing +4
j.236H Mehen 400×2 Mid 39 Until landing +4
214L Alexandria 1000 Mid 15 10 16 -9 KD
214M Alexandria 1200 Mid 21 13 16 -12 KD
214H Alexandria 1200 Mid 12 13 16 -12 HKD
623L Calculated 1000 Mid 20 5 27 -5
623M Calculated 1000 Mid 24 5 26 -4
623H Calculated 1200 Mid 20 5 27 -5
22L Spare Body 23 Total 30
22M Spare Body 24 Total 39
22H Spare Body 1000 Mid 13 5 19 +1 HKD
j.22L Spare Body 23 Total 34
j.22M Spare Body 24 Total 39
j.22H Spare Body 1000 Mid 13 5 17 +3 HKD

Supers

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236236H Ars Magna 2000 + 5×300 All 13 3×18 49 -27 HKD 1~15 All
236236U Everything's Coming Up Cagliostro 4500 All 13 3×6 48 -32 HKD 1~15 All

Other

name damage guard startup active recovery onBlock onHit level invuln
name damage guard startup active recovery onBlock onHit level invuln
Ground Throw 1500 Throw 7 3 31 HKD 0, 4
Air Throw 1500 5 5 Until landing +6
Overhead Attack 1000 High 26 6 17 -4 +1


Navigation

Cagliostro
Ambox notice.png To edit frame data, edit values in GBVS/Cagliostro/Data.